Glossary Β· 42 terms
GLOSSARY
F1 Terms Decoded
Plain-English definitions for every term you'll see on Telos. From sector deltas to undercut strategy, no jargon walls.
Lap time Telemetry
The time taken to complete one full circuit, measured from start-finish line crossing back to start-finish line crossing.
Example: 1:13.456 means 1 minute, 13 seconds and 456 thousandths of a second.
Sector Telemetry
F1 circuits are split into three sectors (S1, S2, S3) by official timing loops. Each lap reports a time per sector, so you can isolate where a driver is gaining or losing time.
Example: a lap of 1:14.100 with S1 +0.3s vs your best means S1 was the bottleneck.
Delta Telemetry
The time difference between two laps or two drivers at the same point on track. Positive delta = slower. Negative delta = faster. Used to compare laps without staring at absolute times.
Example: Ξ +0.421s at S2 means you were 0.421 seconds slower than the reference by the end of sector 2.
Best lap Telemetry
The fastest valid lap of a session for a driver. Invalid laps (track-limits, red flags) are excluded by official timing.
Theoretical best Telemetry
If you stitched together a driver's fastest S1 + fastest S2 + fastest S3 from the entire session (even from different laps), what would that lap time be? The answer is the theoretical best. Always faster than the actual best lap.
Example: actual best 1:14.100, theoretical 1:13.890 β 0.21s left on the table.
Micro-sector Telemetry
Sub-sector timing intervals (typically 24-30 per lap) provided by FOM. Lets you see exactly which corner you lost time in, not just the full S1/S2/S3 bucket.
Top speed Telemetry
Highest recorded speed at the speed-trap point of the lap. A proxy for engine power + drag setup. Two drivers with very different top speeds at the same track usually have different wing levels.
Speed trace Telemetry
A line chart of car speed over the length of one lap. The shape reveals braking points, mid-corner speeds and traction zones.
Undercut Strategy
Pitting EARLIER than the car you're chasing. The fresh tyres are faster than their old ones for the next few laps; you gain time and may emerge ahead after they pit.
Example: HAM pits lap 18. VER pits lap 20 still on old tyres. HAM has used his fresh-tyre window to leapfrog. Undercut succeeded.
Overcut Strategy
Pitting LATER than the car ahead. You stay out and push on the older tyres while they lose time fitting new ones. Works when your tyres still have life and theirs degrade quickly.
Pit window Strategy
The range of laps during which a strategy call (pit stop, compound change) is viable based on tyre life, gap to cars ahead/behind, and remaining race distance.
Stint Strategy
A continuous run on the same set of tyres, from leaving the pit lane to entering it again (or to the end of the race). One race usually has 2-3 stints.
One-stop / two-stop Strategy
How many pit stops the strategy plans. One-stop is faster but pushes the tyres harder. Two-stop is more time in the pit lane but fresher rubber, often quicker on high-deg tracks.
Track position Strategy
Where you physically are on track. F1 is a 'track-position' sport because overtaking is hard β losing two places in the pit lane can cost you the race even if your pace is faster.
Compound Tyres
The rubber recipe. Pirelli brings three dry compounds per weekend: C1 hardest β C5 softest. At each GP they're labelled Hard (white), Medium (yellow), Soft (red). Plus Intermediates (green) and Wets (blue).
DEG degradation Tyres
How much slower a tyre gets per lap as it wears. Measured in seconds-per-lap loss. High DEG = the tyre is dying; low DEG = it can keep going.
Example: 0.08s/lap DEG over 12 laps means you've already lost ~1 second compared to a fresh set.
Tyre age Tyres
Number of laps run on the current set. New = 0. Pirelli tyres start a 'cliff' decline somewhere between 25-40 laps depending on compound and track.
Graining Tyres
A surface degradation where small rubber pieces detach and stick back on the tyre, reducing grip. Happens when tyres are too cold for the surface load. Goes away if the driver pushes through it.
Blistering Tyres
Internal overheating causes the rubber to bubble and detach. Opposite of graining: too HOT, not too cold. Once a tyre blisters, it's done.
Lockup Tyres
Brakes apply more force than the tyre can transmit, the wheel stops rotating while the car keeps moving. Creates a flat-spot on the tyre β usually visible in a clean white smoke cloud at the corner entry.
Warm-up Tyres
The 1-2 laps it takes for fresh tyres to reach optimal grip after a pit stop. Critical for the undercut: the driver needs to put in a flying lap WITHIN that warm-up window.
DRS Drag Reduction System Aero
A mechanical flap on the rear wing that opens to reduce drag, giving ~10-15 km/h on the straights. Only available within 1 second of the car ahead and only in DRS zones.
Dirty air Aero
The turbulent wake behind the car ahead. Reduces downforce on the following car (10-30% loss in some corners), making it harder to follow closely and overtake.
Downforce Aero
Vertical force generated by wings + floor that pushes the car onto the track, giving grip. More downforce = faster through corners but slower on straights (more drag).
Slipstream / tow Aero
Following directly behind a car cuts your drag, letting you reach a higher straight-line speed. Useful for overtake setups and for Qualifying tow plays.
ERS Energy Recovery System Power Unit
Two electric motors (MGU-K from brakes, MGU-H from turbo) recover energy and deploy ~160 hp on top of the V6 turbo. Capped at 4 MJ deployment per lap.
MGU-K Power Unit
Motor Generator Unit β Kinetic. Recovers energy from braking, deploys it as extra power on acceleration. The 'electric boost' you see when a driver pushes a wheel button.
MGU-H Power Unit
Motor Generator Unit β Heat. Sits on the turbo shaft, recovers energy from exhaust gases. Banned from 2026 onwards in the new PU regulations.
Overtake mode Power Unit
A driver-selected engine + ERS mapping that bumps power for a few seconds. Used during defensive or attacking moments. Limited by fuel + ERS state.
X-Mode (TELOS) Power Unit
Telos-specific term: highlighted segments where a driver has activated their highest power mapping. Visible on the speed trace as purple highlights.
Safety Car SC Race ops
A physical car (Mercedes AMG GT or Aston Martin Vantage) that leads the pack at reduced speed after an incident. Cars cannot overtake. Often triggers strategic pit stops because the time loss is much smaller under SC.
Virtual Safety Car VSC Race ops
Same effect as SC but no physical car β drivers must respect a target delta time. Used for incidents that don't need full neutralisation.
Red flag Race ops
Session is stopped. Cars return to the pit lane. Used for major incidents, debris, or unsafe track conditions (rain). On restart, drivers can change tyres for free.
Yellow flag Race ops
Local caution β slow down, no overtaking until you pass the incident. Single yellow = slow, double yellow = be prepared to stop.
Formation lap Race ops
The lap from the grid to the start, used to warm tyres and brakes. Cars cannot overtake. If a car has a problem, they start from the pit lane.
Parc fermΓ© Race ops
Closed-park regulation: between Qualifying and the Race, teams cannot make set-up changes to the car (other than safety / weather adjustments). Locks in the Quali setup.
Grid penalty Race ops
A starting-position drop awarded before the race for infractions (causing a collision, exceeding PU/gearbox component limits). Comes as '+5 places', '+10 places', or 'back of grid'.
Track limits Race ops
The white line at the edge of the track defines the limits. Putting all four wheels beyond it = lap time deleted (in Qualifying) or 5-second penalty if repeated (in the Race).
Podium Race ops
The top three finishing positions β P1, P2, P3 β celebrated with the trophy ceremony. Awarded 25/18/15 points respectively.